Why? Was nerding out on some builds and thought "What is the maximum number of feats I could have and utilize in a multiclass build?" Well, nerdy questions need nerdy answers, so I did it.
Fighter gets the most ASI/feats, followed by Rogue. The simple math : Fighter gets 7 feats at levels: (4,6,8,12,14,16,19) : Rogue gets 6 feats at levels: (4,8,10,12,16,19)
Best Class Combos: F8/R12 gets 7 Feats ||| OR ||| F16/R4 gets 7 Feats Well Fighter 16 / ANYTHING 4 gets 7 feats, so that seemed boring.
So here we are, Rogue 12 Fighter 8. Now which subclasses? I always love a theme and Soulknife with Psi Warrior just makes sense! Race? Easy... Human Variant for the level 1 feat. 8 feats total! (Custom Lineage could also work)
Attributes: 8Str 15Dex 12Con 15Int 12Wis 8Cha and giving +1 for Dex and Int from the human options, for a total of 16 Dex and Int.
Skills: The Psi-Blade would excel at mental as well as roguish skills , so proficiency in Insight/Perception (background) and for the rogue skills Investigation/history along with Stealth/Sleight/Acrobatics and Thieves Tools of course...the usual rogue strengths. Expertise in Stealth and Thieves Tools as standard Rogue faire at level 1, and Investigation/Perception thematically makes sense for a Psi-Blade at level R6. Also at level 1 choose custom background (I based mine on urchin) getting 2 skills and 2 tools, choosing Insight and Perception which fit the theme of a Psi-Blade and choose the disguise kit to become a better infiltrator and then dice set proficiency being sure to use Telekinetic Movement to have the rolls go your way ;).
Leveling Scheme:
Level || Class Chosen || Total Class || Feats Chosen
Leveling Choices: I chose 3 levels rogue to start for the rogue starting proficiencies / expertise and then into 8 levels of fighter to get both class's archetype skills into the mix as fast as possible. Then into the ASIs from level 4/6/8 of fighter and extra attack of course. This also means that you get 4 ASI's between levels 7 -12, (With rogue 4 at level 12) meaning you get 4 feats in 6 levels. Not sure how OPTIMAL this is, but it feels right. Obviously all Rogue for the final 9 levels.
Feat Breakdown: Gain Piercer +Dex at first level from V.Human. Level 7 (F4) gain Athlete +Dex as our first ASIgets us to 18 Dex. Level 9 (F6) gain +2 Dex as our next ASI option at ... Yeah not a feat but 20 Dex is important and there simply aren't enough Half-feats to add the Dex up otherwise.
At level 11(F8) gain Fighting Initiate - Dueling for the +2 damage to throwing Psychic Blades and daggers. We took Throwing Weapons Fighting Style at level 1 fighter to give us +4 damage per thrown dagger / Psychic Blade.
Level 12(R4) gain Sharpshooter for the obvious benefit of ranged/thrown weapons. Then it is about pumping INT for the bonuses to the rogue skills and psi-warrior abilities. Level 16(R8) gain Shadow Touched +Int (17) with Disguise Self as the spell choice, and with Invisibility being an obvious boon to a rogue. Makes sense to me for a rogue playing Psyche games with its enemies. Level 18 (R10) gain Fey Touched +Int (18) with Command (Or maybe Charm Person) Last feat at level 20(R12) Lucky is probably the best choice just because, and thematically could be seen as a sort of psychic premonition to fit... but I chose Martial Adept gaining Disarming Attack and Tactical Assessment as the two maneuvers. Disarming Attack to interact with a round sequence described in the next paragraph, and Tactical Assessment as a lean into the brainy aspect of the build.
Combat Round Potential: The Heist: I love the idea of sneaking to find your mark, casting Command as first action, forcing an enemy to drop a weapon/wand/mcguffin THEN using action surge to use Telekinetic Movement to grab that item and pull it into your hand. Bonus action either Psychic Teleportation or Psi-Powered Leap to make your get away. Disarming Attack can also be used in place of Command... but mind-blasting an enemy into giving up its treasure just sounds like more fun.
Other options: The final ASI could be +2 Int to max out Int to 20. Alert, Skulker, Observant/Keen Mind are all thematically on target, more situational but all fun. Skill Expert for expertise in Insight or Sleight of hand is thematically fun as well, another skill proficiency like arcana is cool... but +1 to Int is only 19 so kinda sad. Remove Sharpshooter and replace with Observant/Keen Mind for a 20 int? could work. Telekinetic and telepathic don't offer anything that your class' features already have.
Do you think this build would work in a party that needed a rogue / infiltrator?
https://www.dndbeyond.com/characters/128959879
Why?
Was nerding out on some builds and thought "What is the maximum number of feats I could have and utilize in a multiclass build?" Well, nerdy questions need nerdy answers, so I did it.
Fighter gets the most ASI/feats, followed by Rogue. The simple math : Fighter gets 7 feats at levels: (4,6,8,12,14,16,19) : Rogue gets 6 feats at levels: (4,8,10,12,16,19)
Best Class Combos: F8/R12 gets 7 Feats ||| OR ||| F16/R4 gets 7 Feats
Well Fighter 16 / ANYTHING 4 gets 7 feats, so that seemed boring.
So here we are, Rogue 12 Fighter 8. Now which subclasses? I always love a theme and Soulknife with Psi Warrior just makes sense!
Race? Easy... Human Variant for the level 1 feat. 8 feats total! (Custom Lineage could also work)
Attributes: 8Str 15Dex 12Con 15Int 12Wis 8Cha and giving +1 for Dex and Int from the human options, for a total of 16 Dex and Int.
Skills: The Psi-Blade would excel at mental as well as roguish skills , so proficiency in Insight/Perception (background) and for the rogue skills Investigation/history along with Stealth/Sleight/Acrobatics and Thieves Tools of course...the usual rogue strengths. Expertise in Stealth and Thieves Tools as standard Rogue faire at level 1, and Investigation/Perception thematically makes sense for a Psi-Blade at level R6. Also at level 1 choose custom background (I based mine on urchin) getting 2 skills and 2 tools, choosing Insight and Perception which fit the theme of a Psi-Blade and choose the disguise kit to become a better infiltrator and then dice set proficiency being sure to use Telekinetic Movement to have the rolls go your way ;).
Leveling Scheme:
Level || Class Chosen || Total Class || Feats Chosen
1-3 Rogue 1-3 R3 Piercer +Dex (V.Human)
4-11 Fighter 1-8 R3f8 Athlete +Dex, +2 Dex, Fighting Initiate - Dueling
12-20 Rogue 4-12 R12F8 Sharpshooter, Shadow Touched- +Int, Fey Touched +Int, Martial Adept - Disarming Attack - Tactical Assessment
Leveling Choices:
I chose 3 levels rogue to start for the rogue starting proficiencies / expertise and then into 8 levels of fighter to get both class's archetype skills into the mix as fast as possible. Then into the ASIs from level 4/6/8 of fighter and extra attack of course. This also means that you get 4 ASI's between levels 7 -12, (With rogue 4 at level 12) meaning you get 4 feats in 6 levels. Not sure how OPTIMAL this is, but it feels right. Obviously all Rogue for the final 9 levels.
Feat Breakdown:
Gain Piercer +Dex at first level from V.Human. Level 7 (F4) gain Athlete +Dex as our first ASI gets us to 18 Dex. Level 9 (F6) gain +2 Dex as our next ASI option at ... Yeah not a feat but 20 Dex is important and there simply aren't enough Half-feats to add the Dex up otherwise.
At level 11(F8) gain Fighting Initiate - Dueling for the +2 damage to throwing Psychic Blades and daggers. We took Throwing Weapons Fighting Style at level 1 fighter to give us +4 damage per thrown dagger / Psychic Blade.
Level 12(R4) gain Sharpshooter for the obvious benefit of ranged/thrown weapons. Then it is about pumping INT for the bonuses to the rogue skills and psi-warrior abilities. Level 16(R8) gain Shadow Touched +Int (17) with Disguise Self as the spell choice, and with Invisibility being an obvious boon to a rogue. Makes sense to me for a rogue playing Psyche games with its enemies. Level 18 (R10) gain Fey Touched +Int (18) with Command (Or maybe Charm Person) Last feat at level 20(R12) Lucky is probably the best choice just because, and thematically could be seen as a sort of psychic premonition to fit... but I chose Martial Adept gaining Disarming Attack and Tactical Assessment as the two maneuvers. Disarming Attack to interact with a round sequence described in the next paragraph, and Tactical Assessment as a lean into the brainy aspect of the build.
Combat Round Potential: The Heist: I love the idea of sneaking to find your mark, casting Command as first action, forcing an enemy to drop a weapon/wand/mcguffin THEN using action surge to use Telekinetic Movement to grab that item and pull it into your hand. Bonus action either Psychic Teleportation or Psi-Powered Leap to make your get away. Disarming Attack can also be used in place of Command... but mind-blasting an enemy into giving up its treasure just sounds like more fun.
Other options: The final ASI could be +2 Int to max out Int to 20. Alert, Skulker, Observant/Keen Mind are all thematically on target, more situational but all fun. Skill Expert for expertise in Insight or Sleight of hand is thematically fun as well, another skill proficiency like arcana is cool... but +1 to Int is only 19 so kinda sad. Remove Sharpshooter and replace with Observant/Keen Mind for a 20 int? could work.
Telekinetic and telepathic don't offer anything that your class' features already have.
Do you think this build would work in a party that needed a rogue / infiltrator?